How to become a professionalGame Writer

Learn how to write for games, decide if you want to do it professionally, create your first projects, find your early collaborators, build your portfolio and CV, strategies for writing at game jam events, and more.

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Greg Buchanan is a Senior Narrative Designer and writer for BAFTA-award winning games such as NO MAN’S SKY. He has worked for over 20+ studios across AAA and indie from Activision to Supermassive to small experimental projects in-between. Greg is also a TTRPG creator for DARK SOULS and several unannounced projects. He is a veteran academic/teacher, having led multiple game writing workshops over the past two years.

Born in 1989, he studied English at the University of Cambridge and completed a PhD at King’s College London in identification and ethics (looking at the nature of choice in novels/games). Greg is also a bestselling author of crime fiction and a volunteer socializer with Cats Protection.

Advice by

Writer of BAFTA-winning games and bestselling author,

Dr. Greg Buchanan

GUIDE TO THE GUIDE:

The following article is redrafted from a piece I created around 2017-18 and which I have intermittently updated since. This new version has been condensed and reorganised in places to assist navigation/readability; I’ve merged my advice from elsewhere about game jam strategies and collaborations; and I’ve added new material about deciding if this is the career for you + how to safeguard your own creative passions.

Industry instability and the market right now: there are always lay-offs in the games industry, but 2023 has seen a huge number with some estimating 10% of positions being eliminated. Despite some of the most popular titles of late being narrative-focussed such as BALDUR’S GATE 3, studios such as Bioware and Epic have laid off a number of writing roles throughout their business. It is perhaps more difficult at the moment to get a steady job in game writing than it has ever been.

BUT: this does not mean it is impossible to break into game writing, or to hold such a position, or indeed to seek game writing as one of several writing-related streams in a person’s career. Nor do I believe it is our job to somehow pull up the drawbridge and stop sharing what we know with aspiring creators. I can’t pretend this road is easy, but I will not deny the road’s existence, or that in other times the weather made it easier to pass along, or indeed that such weather may not come again. And even if you don’t have luck in your search at the moment? That does not mean giving up on preparation and honing of your portfolio and skills, so that when the time may be right for you, you are ready for all that might follow.

The ethos behind this guide: this guide represents how I myself broke into professional video game writing and narrative design, and how I have successfully earned a full or part-time living from these methods since doing so. (The latter when I’ve had other media such as my novel and TV work to focus on).

The kind of work I do: I generally work remotely (even prior to the pandemic) with in-person visits when possible and desirable. I have preferred contracts that allow me to continue working on other projects without limitation (see the end of this article for more information on that), though the industry is becoming better about allowing this for full-time in-house positions.

YMMV/Disclaimer: any method that works for one person will not necessarily work for others, as we are all very different individuals with different skills / contexts. However, this is true of any advice anyone can ever give you: so, ignoring what I just said, I’ll say this —

Listen to me, but also listen to other people, listen to other guides, other experts, other writers both more advanced in the industry / at the same level as you / even junior to you. Combine all the insights you can find and soak them up like a sponge before carving your own path. It’s what I do, and it’s served me well so far. Good luck and I hope I can be of help!

#1: TO BECOME A GAME WRITER, YOU NEED TO ASK YOURSELF A FUNDAMENTAL QUESTION:

DO YOU ACTUALLY WANT THIS?

ANOTHER WAY OF PHRASING THIS:

WRITE A SINGLE PAGE STORY. WOULD A STRANGER ENJOY IT?

An aggressive question, right? A few ways I want you to think about this:

  • Game writing has its own unique challenges, but good writing is still good writing. If you can’t write an effective linear non-interactive story, then I would advise developing those skills before proceeding further.

  • Friends and family can be great for giving advice but they will always be biased in some way towards your work - something that has been scientifically demonstrated! And which will work in your favour as you grow, as one day, strangers are more likely to enjoy your writing than the people who love you (insert crying emoji here).

  • If the idea of total strangers judging your writing upsets you, then, welcome to all forms of professional writing, hope you enjoy your stay here. It doesn’t get easier to be judged or to be Seen in an existential sense, BUT, most of us do develop strategies to manage this.

  • More importantly: those strangers? The ones who might not even know what they want or how good writing works? They’re the ones who are going to be buying your stuff and determining whether you can afford rent. They’re the people you are writing for as much as yourself.

#2: Study writing widely, not just from video games

A few starting resources and pieces of advice to consider when growing your skills:

  • STEPHEN KING’s ‘On Writing’ - a classic. You can skip to the writing segments though his autobiography makes great reading - I don’t subscribe to all of King’s advice but a lot of it rings very true about how to live this kind of life.

  • John Gardner’s ‘Becoming a Novelist’ and ‘The Art of Fiction’ - very unkind in some senses, Gardner definitely has His Opinions About How Things Should Be Done, but likewise things writers need to here. Like hiding key pieces of information that readers should know for no reason other than feeling clever is the literary equivalent of hiding behind a bush then jumping out to hit the reader with a stick.

  • Read novels widely, not just in genres you would normally be drawn towards; ask friends and the internet for recommendations based on your interest; watch films both classic and new; obtain scripts where you can and see how different that dialogue comes across on the page vs the screen. Think about what ISN’T said as much as what is.

#2a: One of my all-time favourite writing exercises that will show you if you are ready to progress:

  • Describe a barn from the point of view of a farmer standing inside it.

  • The farmer has just opened and read a letter telling him his son has died at war.

  • You are not allowed to mention the letter, the son, the war, or that someone close to the farmer has died.

  • Your description from the farmer’s POV should be around 100-300 words.

  • If you have a friend interested in writing, both do it without discussing it then swap your answers. Assess how well the resulting writing keeps to the spirit of the above instruction and modify accordingly to remove any references to letter/son/war etc.

  • Show your work to someone who has no idea what this exercise was, without letting them know the context. Ask for their opinion about your writing and also about this character - what is the farmer going through emotionally? Did you describe a worldview well-enough that even without context, people can understand your fictional characters’ hearts?

#3: THE CAFE CONUNDRUM

Just because you enjoy coffee or spending time in cafes doesn’t mean:

a) that you would enjoy running a cafe

b) that you know how to run a cafe

c) that you would succeed financially in running a cafe

d) that the whole experience might make you hate the very smell of coffee.

Remember this when considering turning any passion into a career

Remember this when you’re thinking of turning a passion like video game storytelling into a potential career.

Undeterred?

Try these five game writing exercises.

They are designed to help interactive writers old and new think through various aspects of their craft at a more fundamental/conceptual level.

#4: All you need is five hours.

Want to become a game writer?

Then create a game.

That’s it. You don’t need the huge amount of preparatory work or the magical feeling of readiness you think you do.

An afternoon is all you need. An experience of 5-10 minutes is all you need to aim for.

TWINE - a free tool with incredibly easy basics. Ignore all the complicated features - just focus on how to create nodes and link up choices.

ADVICE: Focus on a brief dramatic scene, ideally in one location with two characters and a bunch of dialogue-based choices.

For example, the player could be an employer having to tell someone they’re being fired, a doctor telling someone they’re going to die, a partner telling their other half that they want to marry them. Make some choices dialogue-based.

WHY APPROACH IT LIKE THIS?

  • Short, emotion-driven narratives resonate with audiences and grab attention.

  • This approach prevents over-complication and over-scoping. You’re capturing a moment in time rather than an extended narrative.

  • Your primary goal isn’t perfection, but getting started. If you've done this, you're a game writer!

#5: WORK WITH OTHERS

Even if you intend to write your own games as a one-person band without any kind of ongoing collaboration, you will still benefit from joining a team and learning about the roles other people play in games development.

The best way to do this early on? Game jams!

WHAT IS A GAME JAM? A game jam is an event where individuals or teams design games within a specified timeframe, often centered around a theme.

It's a condensed version of the game development process, with roles like programmers, artists, and sound designers collaborating. They are perfect networking opportunities with projects you can then feature while you are building your portfolio - though be aware that the results are often broken in fascinating ways!

Game jams can be:

  • Competitive or non-competitive

  • In-house (organized by companies) or open to everyone

  • Held online or offline

Make friends at these events! If you’re good at what you do and you get to know others who also develop games, you’ll start building connections and support networks in your dev community, which (in part) means your name may come up in future as a collaborator.

Portfolio building: People keep asking me how to move beyond long Twine interactive fiction pieces to build portfolio materials from other genres, barks, 3D games, and more. The easiest answer = game jams!!! You’ll have something that exists, that you have screenshots of, and that you can even polish up afterwards.

#6: GAME JAM WRITER STRATEGY

The following advice focuses on 48-hour, in-person, non-competitive, open-entry game jams. If participating in a different type, experiences might differ.

The main issue with game jams is: short projects with tiny scope are seen by many as not needing any kind of storytelling. Your job: convince them.

Basic

STRATEGY ONE: BE A FLOATER
If most teams don’t think they’ll have much story - suggest doing a tiny bit of story for each of them, and make yourself available if they change their mind. Almost all games could do with some flavor text, character dialogue, or other narrative elements. One game I did at a jam? About 15 lines that would play at the start of a few levels.

STRATEGY TWO: INTERSTITIAL GAME DESIGN
Propose interstitial narrative segments that slot into a typical game jam game design, that are not overly co-dependent on each other at first, but which can be more tightly wound together once you’re all sure it’s going to work.

Intermediate

EXAMPLE: Imagine a rhythm action boat paddling game. You tap to go forward and keep above the waves in short sequences. This fairly simple game mechanic is typical of a jam project.

HOW IT CAN FEATURE AN INTERSTITIAL NARRATIVE: short visual novel conversations -between- boat paddling segments, using Ink-based branching text. The dialogue branches on success or failure of the paddling sequences, giving them extra meaning and giving the player motivation to repeat a simple mechanic again and again

Advanced

I tend to pitch Inkle’s Ink plugin for unity projects — every time I’ve sent this page through to coders and discussed it with them, we’ve had a basic system up and running quickly, and any initial nerves by the coder tend to fade away. This is the page you should send: https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md.

This kind of interstitial system can be worked on reasonably discretely from the other part of the game for a little while at least, so that if either project isn’t ready to show or one isn’t working, it can be ejected. This has saved my teams in either direction, either ditching the narrative or in some rare cases JUST using the narrative bits.

#7:
PORTFOLIOS:
COMMON PROBLEMS

Maintain your games portfolio as a curated collection in which you can assemble a broad range of game writing/narrative samples, and which you can then cut-down/alter as appropriate for different job applications.

Keep this offline/sent via email - it’s far easier to parse than a website/password combo, and certainly this should not be freely available online or you will open yourself up to plagiarism.

  • Frequently, early career writers are advised to complete Twine projects in order to learn their craft (as I have advised writers myself). However, interactive fiction text-based projects of this kind often lean heavily into long paragraphs of flowing prose writing in a manner which is utterly unlike the majority of paid game writing positions (as I will explain shortly).-Some- samples from such projects can be great in portfolios; they're great for getting your name out there; they're great for learning your craft; and they're great, above all, for creating interesting projects, but most people will need to work on more than this to get bigger gigs. 

  • made this mistake early in my career, and have seen others make it since. I would really advise against sending short stories as part of most game writing portfolio PDFs. They are rarely relevant for the majority of game jobs, and even when the job is primarily text-oriented, there are still better ways of demonstrating your skills. Even if the short story is great, a) the sheer volume of applications most jobs receive will mean your brilliance will probably never actually get read due to its length, and b) it will suggest you don't have sufficient game-specific samples to demonstrate your writing (in which case, this raises the question: why not?

  • You want your game writing portfolio to be readable and easily followable - the more branches present in your sample and the more ways the story can progress, the harder-to-read it will be. This might also raise another problem in the mind of your potential employer: a sense that you might be naturally inclined to branch stories in a manner that might cost the studio a huge amount of time, resources, and money to achieve. The truth is that the majority of branching dialogue conversations exist in games to allow the player to determine their character's personality as opposed to altering the story in huge directions (although some such choices do). Being able to show you're comfortable with this, and having small branches that join up to the same critical path in conversations, is a useful skill, as I describe in my advice below.

  • By this, I mean many writers will feature dialogue which might be better suited to an independent art-house film than the majority of paid video game gigs. This does NOT mean you shouldn't try hard and have great writing in your portfolio. Just that there is great writing aimed at an indie niche, and great (accessible) writing aimed at a wider audience.

    If you want a little of the former kind of writing in your portfolio, this is fine (especially if drizzled throughout, or featured primarily in lore or item description sections), but you need to make sure you can demonstrate your ability to write scenes where it's very clear what's happening if you want to get jobs on more commercially-oriented projects. This may mean many different things depending on your body of work, but in the following section, I'll set up a few writing types which are great to demonstrate for this purpose.

    If you are uncomfortable doing much of this sort of writing - heavily dialogue-driven scenes; accessible character-driven dialogue that also communicates gameplay objectives and goals; conversations with limited scope for interactivity - you may need to ask yourself whether a career in writing games freelance for other companies is for you, or if you'd be better suited primarily developing your own games (with perhaps a limited amount of freelance work and consulting for projects which do fit your particular interests and design aesthetic).

    All of these skills can be learned to various degrees, however, if you've got a decent level of writing ability in general - so don't despair if you're trying to write in this way and have not succeeded yet. The sentiment of 'consider if this is the right path for you' is more aimed at those who feel they actively dislike the kinds of writing I'm advising here, or who may view themselves as somehow above it.

  • A LINEAR BUT ENTIRELY DIALOGUE DRIVEN CONVERSATION OF ABOUT A PAGE, WITH VERY FEW STAGE DIRECTIONS IF ANY

    This may even resemble a film or TV-style script. You want to demonstrate your ability to execute character-driven cinematic dialogue well. It's a fallacy to assume game studios are only looking for interactive dialogue - only around 50% of my game writing gigs involve this, and it's a good idea to demonstrate skills agnostic from a particular branching dialogue method regardless of the role.

  • By barks, I'm referring to one-line dialogue (often repeated) that usually occurs outside of the main storyline and populates the game world in order to support various gameplay features. The archetypal bark can be found in first person shooter games: "Grenade!", "Get down!", "Reloading!" etc, but may also be found in one-liners from NPCs or any number of gameplay systems. When you select someone on a Character Select screen, for example, and the character says a little phase, this is a bark.

    Barks can be exceptionally difficult to write despite their apparent simplicity, as often such writing requires dozens or even hundreds of variants to account for the many, many times players will encounter such lines in gameplay. It's great to demonstrate half a page to a page of such lines to show that you're able to carry out this essential task.

    (As a bonus component for your portfolio: item descriptions would also fit quite well!)

  • A LORE ENTRY / SOME PROSE OF SOME KIND. HALF A PAGE MAX PER GAME

    [-UNLESS- YOU ARE APPLYING FOR AN INTERACTIVE FICTION GAME, IN WHICH CASE ATTACH A 2-3 PAGE SAMPLE + A PLAYABLE TWINE DEMO]

    Despite what I said above, there is a place for your flowing prose writing in these game writing portfolios, just not a) for the majority of applications, and b) in limited form when appropriate. Lore entries, in-game journals, letters, etc are a great way of demonstrating these skills, but try to select passages which are exciting or intriguing in some sort of way, and which do not run over half a page per game (and in a 10 page portfolio, I wouldn't have more than one or two instances of this sort of material). You want to give the people reviewing your writing a chance to engage with your material, and if the prose section is too long, even if it's great, you're just going to slow them down.

  • D) A BRANCHING DIALOGUE CONVERSATION WHICH DOESN'T BRANCH TOO MUCH:

    As explained above, you want to highlight your ability to write interactive dialogue but you do not want to suggest such interactivity will heavily increase the complexity and scope of what the studio in question is trying to produce. Maybe feature a choice every 5 lines or so, not too complex, just showing a branch in the conversation that then joins in on itself - i.e. a choice to be happy, sad, or angry about something, which leads to variant sets of 5 lines or so, all of which join up at the same point and become a unified linear conversation once more for a period of time. If you do feature a major moral choice in your writing sample, this is great, but try and either do so in a way where the ramifications of that choice would be delayed or where it comes late in the sample.

  • I'D ADVISE FEATURING DIFFERENT TYPES OF GAMES FROM DIFFERENT GENRES

    If you haven't created them, keep participating in game jams and in interactive fiction projects as I recommended in the articles linked above, and take your samples from both until you can replace them with professional portfolios. If you can demonstrate well-written variety, you show your flexibility and your ability to participate in a number of projects.

    You should, if possible, target the writing samples you send for particular applications towards the kind of writing that project would need (i.e. if it's comedy, send mostly comedy samples; if existential space sci-fi tragedy, then forms of writing which relate to this in turn!). However, it can still be a good idea to send additional samples if you can from other projects in order to demonstrate your ability to write in diverse ways. Especially if these samples just present particularly good instances of quality writing.

#8: CVs

  • Your name in big bold letters at the start of your CV

    Your email address and a URL for your website.

    Educational information: do not include all of it. A good rule of thumb for CVs is that the more impressive relevant information you have, the more you can decrease the number of words / the amount of space you devote to things which are no longer as relevant. For most applications, your high school education or even your degrees are unlikely to be hugely relevant, but it’s still good to know the most impressive things. In my own case, I list my undergraduate and post-graduate education with a line for each degree, along with the dates / institution. Where I have some particularly relevant dissertation, I may include an additional line about its subject matter.

  • Hobbies completely irrelevant to what you are applying for.

    Favourite movies, books, foods, places, etc.

    Jokes, conversational language, anything that wastes your reader’s time. Your portfolio and cover letter will show off your writing style: this is a factual document, one among many hundreds your hiring manager will be reading.

  • OPTIONAL PERSONAL INFORMATION (FINE TO EXCLUDE FOR PRIVACY, DEPENDING ON SIZE OF COMPANY]

    You don’t have to include your real-life address, phone number, or even your actual legal name in this document (if you write under a pen-name, for example), if you are applying for a small indie studio online or an unknown entity. When it comes to signing contracts, you will most likely need to exchange this information, but that can come at a later point, as many have justifiable reasons for being cautious about sharing this sort of information.

    If you are applying for a AAA studio, however, you should include all of the above information; most companies have data protection policies that should protect all this information, and many hiring portals will require it. If you use a pen name instead of your legal name, make the distinction clear and explain it; if you use a name other than your legal name for other reasons, you will at some point most likely need to share your legal name with the person hiring you, but seek advice from those in your game development circles or others online, depending on your situation.

  • The most controversial point in this advice document: in my opinion, it’s fine for a CV to be over one page. If it wasn’t, I would never have gotten a single job in the games industry. I probably wouldn’t go more than 3-4 and certainly only make it as long as it needs to be, but, I don’t see the merit in arguments of making an informative document really small, especially when recruiters in this field will be reading 5 page+ portfolio documents alongside this.

    As for layout, I’d generally advise for game writing positions organising your CV by projects rather than by studios. It lets you highlight your breadth of experience more easily than you might otherwise and provides more relevant information for those you will be working with. There are exceptions to this, but it’s a worthwhile principle to consider.

  • RELEVANT INFORMATION FOR EACH PROJECT YOU WORKED ON, WITH MOST ORGANISED IN BULLET-POINTS AS BRIEFLY AS POSSIBLE (HOWEVER YOUR CV IS FORMATTED).

    I tend to be able to fit about four to five projects per A4 page using the information below, organised visually so that the points about my role / my contributions take up most of the width of the section, with some of the ‘metadata’ of the job (title / years worked on it / platforms / screenshot, etc) organised in columns to the sides.

    INFORMATION:

    The title of the game

    The name of studio or team

    Project release status (the year it was released or when it is planned for release)

    A link to online information about the game (its site, its Steam page, etc)

    The month/year — month/year you worked at the company (i.e. May 2017 - June 2018).

    The announced platforms a game is releasing for

    Depending on the layout of your CV, it can be nice to include a screenshot from the game and/or a small critical quotation (either from pre-release hype or a published review).

    Your role on the game / your title.

    What this role involved, whether you were in-person or remote or both, what kind of team size you were working with, whether you had any leadership responsibilities.

    Extra responsibilities beyond that which one might typically expect for your role.

  • Include reasonably polished game jam projects + small solo games in your CV as separate projects when you do not have much paid games work experience. As soon as you do have such experience, gradually start removing them, retaining those that have any kind of critical acclaim / which show off your skills as long as possible.

    When you get to the point of trying to decide what to include or leave on your CV, consider the kind of studio you are applying for and whether it might be useful to have some older projects on there to demonstrate a particular genre or type of gameplay, for example.

    Consider including one or two full testimonial paragraphs from a team member or two you’ve worked with, either on early paid projects or from collaborators. If they aren’t from paid projects, however, be careful and seek advice from a mentor (as you don’t want to come across as unprofessional — err on the side of caution here). I do NOT include any of this in my CV, I just have a link to my testimonials page online — however, if you think extra material would help your CV for whatever reason, it may be worth considering.

    If you complete this CV creating exercise and struggle to include much within this document, this may itself show you the ways in which you need to broaden your solo/group work to build your career or the kinds of projects you need to be seeking out. In this way, even though it can be daunting to create a document like this early on, it can be a super useful exercise in order to figure out what you need to do going forward.

    An ideal CV will echo much of my advice about portfolios above — it will demonstrate the ability to do a range of common game writing tasks and it will be, to some extent, honed / altered for the specific purpose of the job you are applying for if it needs to be. If you are applying for a big AAA job and you can barely show much of a paid track record of work on your CV or demonstrate your suitability for the genre — and if you do not succeed in such applications repeatedly — this may be a sign that further career development in this regard may be useful to increase your chances of success at a later date.

    An evolving, always-in-progress CV document can be a really useful tool to help figure all this out. It’s like seeing the whole structure of a story laid out in front of you in summary — in this case, the story of your career and creativity. As that’s what all this is in the end: a way of communicating that story to others you want to work with. By playing around with these materials and expressing them in different ways, you’ll be able to tell your own story in the best way possible: most likely, a combination of continuing to seek out and develop certain kinds of projects, and expressing them in these documents so that others see their worth.

#9: NEVER STOP PURSUING YOUR OWN PROJECTS AND PASSIONS

I hope the above advice has been useful - signup below to receive a weekly digest of jobs and opportunities from throughout the web designed for game writers and narrative designers, and let me know how you get on!

Before you head off though, I did want to raise one issue that may seem counter to a lot of the careers-focussed chat on this page, but which I think is important to always fight to protect.

Many companies in this industry will want to own your creative output completely. They will want to say what you can and cannot make up in your imagination and sell to the outside world - even if it’s in your free time or completely unrelated to your working hours. A lot of people sign these rights away. I implore you: if you can avoid doing so, then avoid it. Say no. Carve it out and keep that vital freedom.

Of course we need to work in order to live, because from work we get money, and from money we get to operate in this capitalist world. And if we love writing enough, then even the bad side of a career in writing seems worth it, as we get to pursue that passion all the time.

Anything that risks that passion being bled dry, you have to be incredibly careful of. Such threats are unavoidable in any professional writing career, but the death of the dream and core interest is not a foregone conclusion.

This is why I recommend having your own project to work on, regardless of whether you intend to professionally release it: something that is yours and yours alone that - regardless of whatever is happening with your job - you can cultivate and nurture. In so doing, you will cultivate and nurture your love of this pursuit separate from all possible business and interpersonal issues.

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